(predator)
Opening Moves
I started with the popular "worker west, settler NW and settle, worker N and irrigate" sequence.
Constantinople first built two curraghs. The first explored north and then west. The second went south and then east.
Soon after building the second curragh my borders expanded and I saw the forest game. I built a settler next and he founded Adrianople on the coast NW of the game.
Next my two towns built a warrior, a spearman (I built this instead of a warrior to avoid wasting the shields from chopping the game forest), and a worker. I irrigated the game as soon as possible to provide Adrianople with more food.
In 2800BC I traded for Pottery and switched Constantinople to build a granary. Adrianople built two more workers then also built a granary. My workers chopped forests to speed up the granaries. Constantinople finished its granary in 2230 and Adrianople finished in 2030. After building granaries both towns started producing settlers.
I didn't connect ivory early in the above sequence - my first priorities were irrigating the cattle and game. I got the ivory connected in 2630BC.
Contacts
I met India in 3100BC, Netherlands in 2900, Russia and Scandinavia in 2800, Carthage in 2750, Ottomans in 2590, and Persia in 1650.
Minimap at 1650BC showing coasts my two curraghs had explored by then:
Research
I researched at the maximum pace I could, starting with Writing and succeeding in a Republic slingshot at 1400BC.
Science details:
2800, Trade for Masonry, Warrior Code, Pottery, Ceremonial Burial
2510, Trade for The Wheel and Mysticism
2350, Trade for Iron Working
2230, Learn Writing
1870, Trade for Horseback Riding
1550, Learn Code Of Laws
1500, Trade for Iron Working, Mathematics, Map Making
1400, Learn Philosophy and Republic
1225, Trade for Polytheism
1175, Trade for Construction
1150, Learn Literature
975, Learn Currency
I switched to Republic immediately upon learning it. I got a six turn revolution which seemed good enough that I didn't gamble on a second roll.
Expansion in Ancient Times
After building the first two towns and pausing for them to build granaries, my expansion was fairly straightforward. I concentrated on growth, claiming resources, and getting a bit of culture so I'd be able to capture enemy cities later instead of razing them.
There weren't any food bonuses in the home region except the cattle, the game, and some fish. After a while I felt that I'd want a bit faster population growth to support worker production so I built one more granary in my centrally located town Caesarea.
My empire at the beginning of the Middle Ages in 975BC:
Barbarians
As already discussed in this thread, Conquests barbarians are far too predictable. Unless a camp springs up in an unlucky spot on a NW/SE diagonal to a town they can be dealt with at leisure, e.g. by attacking them from a safe direction with archers.
I had one awkward camp which blocked my northward expansion through the central mountains until I dealt with it. A couple of spearman and an archer handled the seven barbarians there. I had a couple of other camps which weren't a problem and had them all cleaned out by the end of Ancient Times.
Warfare
I'm planning to go for domination (or perhaps conquest) in this game. But Ancient Times didn't seem a good time to pick any fights.
Defensive wars were another matter! In 1550BC India tried to extort a tech from me. Usually I give in to such demands. This game was different. I controlled the chokepoint connecting us to India and could easily defend it with spearmen fortified on hills in a town with walls. No one had Map Making yet so I wouldn't be visited by sea. Any war declared on me would mean happiness now, and happiness in future when I declared war on that Civ. Reverse war weariness seemed especially desirable because we had only one luxury - happiness was definitely going to be a problem. And a war with India now would mean she'd waste effort sending units to (hopefully) just die against my defenses, making her easier to attack later.
So I refused India's demand. As I hoped she declared war. Subsequently Carthage and Russia also made demands, I also refused those, and I've ended up at war with those three Civs till the end of Ancient Times. India has sent many troops to attack the chokepoint without causing much damage. I haven't seen any action from Carthage nor Russia yet.
I've made peace with Russia during the entry to the Middle Ages to take advantage of her scientific trait.
I'll probably stay at war with India until I have the strength to mount an offensive against her.
I'll stay at war with Carthage until I see her ships approaching my shores. When that happens I'll negotiate peace.
I haven't built any Dromons yet to protect myself from water based attacks. I will build some of course, and I expect to use them to trigger a Golden Age in the not distant future. But I don't intend to build a strong navy. Dromons seem like fun but not terribly powerful. I'll build a lot of them only if it seems necessary to fend off invaders.
QSC Status and Log
At 1000BC I had:
10 towns
9 workers, 2 warriors, 1 archer, 4 spearmen, 2 curraghs
3 granaries, 3 libraries, 1 harbor, 1 walls
all ancient tech but Currency and Monarchy
106g in treasury
You can
click here for a copy of my QSC timeline.
Something interesting about the QSC timeline:
I felt that my opening sequence in this game worked out well, and I see in this thread that many people had trouble with this map. So I thought my QSC log might be of interest this month and I decided to play the start of it to correct any errors. The strange thing is that it turned out to be completely replayable until at least 1400BC - that's the date I got Republic and I stopped checking it there. The last time I tried to recreate my play sequence from a QSC timeline, many moons ago, it didn't work well. As soon as other Civs were met the RNG results depended on too many variables which aren't included in my logs. (E.g. how many times each rival is contacted via the F4 screen.) It seems that sometime between then and now Firaxis has changed the game so that "trivial" events using the RNG don't affect major events. I would guess that this change was made to improve multi-player. Anyway, the reason doesn't matter, the result is good news - it seems that an accurate timeline can now be replayed to get exactly the same results as the original game in all important regards. Nice!